/Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassActorSubsystem.h
Fragment to save the actor pointer of a mass entity if it exist
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMassActorFragment : public [FObjectWrapperFragment](API\Plugins\MassCommon\FObjectWrapperFragment)